forwarded by ma'am FireAngel. post ko for your information INATmates.
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Raffles of giveaway items during the game! Amazing prices to be won! Plaques and a very unique trophy (team pillar) for the Champion Team!
The Champion Team here will defend it's title next year and will have the chance to carve/add it's team name to a pillar (motoGP-style) which will be added in the trophy yearly that will never be forgotten.
15-man per team including the sniper team @ P700/man. No reserve.
Everyone is encourage to bring handgun for back-up (though not compulsory) during extraction.
450fps for assault weapons and 550fps for the sniper rifle using 0.2 ICS polished BBs on Chrony.
(We encourage hi-ROF and accuracy over power in this tourney)
Pre-registration is required to secure a slot. Slots are limited. Kindly deposit 50% down payment (P5,250) to
Account Number
271-114121-4 China Bank - Angeles City Branch
Fax and confirm your deposit slip to (045) 888-1570 c/o sir Roy
We are committed to give each individual of your team the quality mission-based CQB action game.
We also encourage to make use of your back-up gun and assign a sniper-spotter team.
More details of this unique challenge will be posted soon or text/call the following numbers, for your convinience:
for pre-registration purposes,
sir Roy @ 0927-901-5410for other important details you wish to inquire,
sir Tugs @ 0922-835-0514
sir Mark @ 0920-539-8888
sir Mike @ 0927-643-2433
sir Iceman @ 0915-446-1919*kindly include your name and team name in the text for reference.
This is being brought to you by
Team Semper Fidelis,
Krukspec Phils.,
SM SuperMalls and
City of San Fernando as our appreciation to the airsoft community.
Semper Fidelis SpeedBall Challenge 2009
SM Pampanga, City of San Fernando / June 6-7,2009 / Sat-Sun
OBJECTIVESPrimary Objective Retrieve intel satchel and extract to the extraction point over enemy territory (1,000 points); Additional 500 points when the intel operator himself extracted the satchel successfully.
Secondary Objective Retrieve the HVT intel envelope, pass on to the sniper team, and sniper heat (only) the target indicated in the intel envelope (1000 points)
Note: Maximum points per game is 2,500 points for the team and 1,000 points for the other team, per game.
TEAM COMPOSITIONA team is composed of (maximum) 15 operators including the sniper team (a sniper and a spotter) and the intelligence team (2 operators).
Assault Operators 11 assault operatives with 450fps automatic rifles,
Sniper Team 2 operators, one sniper rifle (550fps) BASR and with 450fps automatic rifles,
Intelligence Team - 2 operators with gas blowback or electric hand guns
KILLHOUSE RULES- the killhouse contains 1 satchel/bag and 2 intel envelopes (one for each team),
- only intelligence operatives are allowed to enter in the killhouse,
- assault operatives can guard outside the killhouse but never enter,
- only intelligence operatives are allowed to engaged inside the killhouse,
- assault operatives can not engage anyone inside the killhouse total immunity within,
- intelligence operatives can engage assault operatives while inside the killhouse using handguns,
- assault operatives can engage intelligence operatives only when outside the killhouse,
- intelligence operatives of opposing teams can engage each other inside the killhouse,
- no through-and-through shooting from one side to another passing the killhouse,
- any violation on the above rules shall mean ejection from the game against the guilty party whether friendly or opfor,
OBJECTIVES and MISSION COMPLETION- mission is completed and game is over once the primary objective is completed,
- only the intelligence team can handle the primary objective and bring to the extraction point,
- although intelligence operative/s can get the secondary objective in the killhouse, the secondary objective can be pass on to any of the assault operator (outside the killhouse) on its way to the sniper team,
- once the intelligence operative/s is hit while extracting outside the killhouse, the objective shall be placed (put down) in the exact place where the hit occurred, an assault operator of both teams can get/steal the satchel for extraction,
- a steal - only from the opposing intelligence operative/s is permitted once the primary objective is down (in the case of a hit operative),
- secondary objective can be handled and retrieve by any assault operatives (of the team) and be passed on to the sniper team (in the case of a hit operative of assault operative/s),
- the game is over when the primary objective is completed even the secondary objective is about to accomplish
- stealing the secondary objective (intel envelope) is permitted for the purpose of securing but will never be passed on to their sniper team since it is useless one envelope for each team,
SNIPER TEAM ROLES and LIMITATIONS- the designated sniper will use a bolt action sniper rifle (BASR) at 550fps (max),
- sniper hitting other HVT aside from what the intel envelope contain, whether prior or after the shooting, is null and void no points gain,
- the sniper and spotter can not engage assault operatives, intelligence operatives and opposing sniper team using the sniper rifle only the high-valued target (HVT) contained in the envelope assigned to the team,
- sniper and spotter can engage assault operatives and intelligence operatives using only their automatic weapons (at 450fps) on top of the sniper flatform and not the sniper rifle,
- sniper and spotter team can only accomplish the sniping of the HVT on the sniper flatform although, they can be permitted to join the assault using their 450fps assault weapons and/or handguns,
- sniper and spotter team is non-transferable during the game,
- only one sniper rifle at 550fps (max) is allowed on the sniper flatform,
- no sniper-to-sniper teams engagement even using assault weapons on top of the sniper flatform (for the purpose of safety since they are both elevated),
- sniper team can not engage intelligence operatives of other team when inside the killhouse intel operatives are immune inside from any assault fire,
- in the event that the sniper is hit, the spotter can take the role and shoot the HVT,
- only 2 operators are allowed on top of the sniper flatform,
- sniper flatform can be occupied by assault teams when they manage to eliminate the occupying sniper team (their opfors),
- any violation on the above rules shall mean ejection from the game against the guilty party
ASSAULT TEAM ROLES and LIMITATIONS- the maximum allowed assault weapon is at 450fps,
- assault teams can engage sniper team of the opposing team even on their sniper flatform,
- assault teams can not enter the killhouse,
- assault teams can not engage intelligence team of the opposing team while inside the killhouse,
- assault teams can not handle the primary objective at any time during the extraction, except only when drop by the intel team due to a hit, and be extracted to their extraction point,
- assault teams can handle the secondary objective on its way to the sniper team flatform,
- assault teams can steal and secure their opfors secondary objective (intel envelope) in the case of a hit (but can not pass on to their sniper team),
- any violation on the above rules shall mean ejection from the game against the guilty party
INTELLIGENCE TEAM ROLES and LIMITATIONS- intelligence team can enter the killhouse,
- intel team can use assault weapons only outside the killhouse,
- intelligence team can only use handgun at 450fps (max) while inside the killhouse,
- intelligence team can engage anyone when inside the killhouse,
- only the intelligence team can handle the primary objective and extract to the extraction point, except when hit = primary objective can be stolen/recover by assault operators,
- intelligence team can pass the secondary objective to the assault operative/s when only when outside of the killhouse,
- machine pistols are not allowed for use of the intelligence operative/s inside the killhouse,
- in the event that a teams intel operators are both down (hit) and the objectives are still inside the killhouse (since no one is allowed inside except intel operators) they can just prevent the opposing team to take the objective and gain points,
- in the event that both intel operators of both teams are down (hit), the game is over (since no teams can secure a point),
- any violation on the above rules shall mean ejection from the game against the guilty party
GAME RULES- each game will have seven (7) minutes duration (or less),
- only a direct hit is a hit no ricochets will be considered,
- hit players shall raise their weapons high over their head as possible failure to comply will be given infraction;
- false start may disqualify a team for the particular game reset will not be allowed and is highly discouraged depending on the ruling of the lead marshals and the committee,
- a player hit by unqualified hit/s is not considered hit,
- unqualified hits are: blind-firing, ricochets, hit from a sniper rifle, hit from outside the killhouse using assault weapons, hit from players already called out by marshals, etc.,
- a player that displays danger, uncharacteristic gameplay, and prohibited play will be ejected from the game immediately,
- ejection involves: blind-firing, hit-calling, talking to marshal/s, trashtalking, overkill, engaging players inside the killhouse, entering killhouse (when not an intelligence operative), using a sniper rifle (except to the HVT), intentionally shooting a marshal, refusal to leave the game area after the hit is called by a marshal, out of bounds, assault operators that will hold the primary objectives even intel teams are holding it at the same time, players with weapons found to have exceeded 450fps maximum limit (for assault rifles) etc.,
- ejection to the whole tourney involves: firing from outside the game area, starting a fight with other players, insulting other players, repeated coaching while the game is on-going, insulting marshals, bringing of deadly weapons, repeated contest to an already decided grievance, repeated/intentional grave offenses, and other matter which the grievance committee found to have substance, etc.,
- infraction will be given by marshals for each unique offense, each count will mean 10 points deduction to the team points,
- any operator that is found to disobey marshals shall be ejected for the whole event, and the post vacated is not transferable,
- no reserve, no reshuffle of players for that 2 day event,
- we will allow replacement for players who is injured and will not be able to play for the rest of the tourney permanent replacement in special cases only,
- other player replacement issues is highly discourage (for equality and fairness to other teams),
- players found to commit repetitive disobedience will be ejected for the rest of the event,
WEAPONS ALLOWED/NOT ALLOWED/LIMITATIONS- Airsoft guns, gas blowback and gas guns (rifles and handguns) are allowed at 450fps maximum only,
- weapons found to have exceeded 450fps(assault) and 550fps(sniper) during the game or inside the game area will be severely penalized 1,000 points deduction to the team points,
- Guns with pointed tip is not allowed,
- Exposed batteries will not be allowed (dangerous when hit),
- Weapons without single shooting mode is not allowed difficult to chrono,
- We will use our own 0.2g ICS polished BBs during chrono,
- No restriction to the type, number, and capacity of magazines to use,
- Test firing will only be allowed in the designated area,
- No container-to-magazine reload,
- Hit players must bring their weapons with them outside,
OTHERS- no game pause will be allowed,
- only the team leader can discuss with the grievance committee and/or lead marshals,
- no one is allowed to discuss anything in the game area except the team leaders of each team with the lead marshals and the grievance committee,
- team managers nor representative can not represent the team in any discussion/s nor requests,
- points can be monitored through the team leader only to minimize delays,
- team called and not in the starting lane (and counted 10 seconds) is automatic defaulted in the game opposing team will be allowed to accomplish the mission and earn the points (when completed properly),
- long pants is highly encouraged for all players,
- masks not properly rated for Airsoft use is prohibited,
- full face masks are encouraged for all players,
- the use of sandals, slippers, or any kind is highly discouraged,
- blind-firing is when someone shoots while the sight of the gun is above his eye level, or, when the shooter shoots when the gun is away from his body,
- overkill is when the player fired excessive (dangerous) amount of rounds to an unknowing opfor or in a disadvantage position,
- hitcalling is when a player (or a group of players) intentionally call the marshals attention to his favor and distracts the focus of the marshal in his officiating during the game,
- coaching/deadman-talking is when a person (or a group of person) is no longer involve (already hit) in the game or even not part of the game at all,
- team total points is gained points minus deductions (from infractions given),
- tools for gunsmithing will only be allowed within the specified/confined areas,
- tools/equipments, charger, etc. that needs electricity is highly discourage within the area,
- all players, guests, spectators, etc. are subject to the existing rules and policy of SM San Fernando the organizer of this event will not be liable to any violations committed within the SM premises,
- firearms and deadly weapons are highly discourage will be coordinated with proper authorities for apprehension, confiscation, civil liabilities, and automatic disqualification for the whole duration of the event (individual and/or team),
THE GAME COMMITTEE MAY RULE/CHANGE ANY OF THE ABOVE-STATED RULES/PROCEDURES IN FAVOR OF SAFETY, FAIRNESS AND EQUALITY FOR ALL THE PARTICIPANTS/TEAMS DURING THE EVENT.